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Unreal Engine Niagara Effect Tutorial | Download Files
hi guys today I have created this simple effect in ue4.27 Niagara, I used torus shape to emit square shape particle from that then duplicated that emitter several times and changed some properties for variation and I have also added mesh emitter to glowing aura effect that is just a simple gradient in the material which is distorted by noise texture.
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Unreal Engine Niagara Effects Pack 03 in Marketplace – https://youtu.be/0kKon43I-Og
Slow Motion Explosion in UE4 Niagara Pack 04 in Marketplace – https://youtu.be/lUK1eW5zRP0
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UE4.25 Niagara Effects Pack 05 in Marketplace – https://youtu.be/sn1HIENVTDI
UE4.25 Niagara Effects Pack 06 in Marketplace – https://youtu.be/pvH_xGQ5jvs
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Hi guys, I’m Asif Ali, and you’re watching CGHOW. In today’s video, I’ll be showing you how I created this dynamic Niagara effect in UE 4.27, inspired by a reference I found on Twitter. The effect looks like this on the ground, and while it was originally created in After Effects, I thought it would be fun to recreate it in Niagara. Here’s how you can do it too!
First things first:
- Subscribe to my channel and hit the bell icon so you don’t miss any future tutorials.
Steps to Create the Effect:
- Duplicate and Modify:
- I started with a basic shape and duplicated it multiple times, adjusting the size, scale, and color using user parameters.
- Basic Setup:
- I used simple squares as sprites, with basic material settings and color control using a user parameter.
- Emitting 500 particles in a torus shape, with a velocity on the Z-axis and minimal drag. Particle color is connected to the user parameter, starting with blue and adjusted with hue and saturation.
- Creating the Jitter Effect:
- I added some slight jitter to the particles for a more dynamic feel. This was done using a small value for jitter in the particle system.
- Pivot Point Adjustment:
- To ensure the particles are emitted from the edge of the sprite rather than the center, I shifted the pivot point on the Y-axis.
- Duplicating Effects for Variation:
- I duplicated the squares and adjusted their size, spawn rate, and color. I created different variations using stretch and scale adjustments to generate diverse effects.
- Creating the Ring:
- I used the same process for creating a ring of particles. This time, the particles fade in and out, and I used mesh materials for additional visual flair.
- Noise and Distortion:
- For added texture, I used noise and texture coordinate distortion in the material to create a dynamic gradient that evolves over time.
- Erosion Effect:
- The erosion parameter adds an interesting effect to the particles, making them fade out in a controlled way. I varied the erosion amount to adjust the effect’s strength.
- Final Adjustments:
- After several iterations, I duplicated the ring to create variations and applied a low-velocity material with soft alpha to create a glowing effect.
- Bonus Tip:
- I also showed how to rotate the particles and change their shape to fit inside a capsule or ring for an added touch of creativity.
Conclusion:
- The key takeaway is to create one effect and duplicate it, modifying small elements like size, color, and speed for variations. It’s simple but powerful!
Download the project file to try it out for yourself, and feel free to make it your own!
Thanks for watching—keep learning and keep creating! Don’t forget to like, comment, and subscribe.
Key Points:
- Start with a simple effect and duplicate for variations.
- Adjust pivot points and particle behavior for unique visuals.
- Experiment with noise and texture distortion in materials.
- Use erosion parameters for fading effects.
- Final tweaks and color changes to create a polished look.
Tags: Unreal Engine 4.27, Niagara, VFX, After Effects, Particle Effects, Tutorial, UE4, Niagara Tutorial


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